Wellington Airbridges

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Postby Jenks » Sat Oct 07, 2006 11:08 pm

I know Trolly has got the airbridges and baggage trolleys working, but has anyone else?

And how accurate does your line-up have to be for the red/green lights? I'm finding that on some of the gates I have to be parked inside the airbridge to be lined up, so somethings not right :o

Any hints anybody?

Loving the scenery otherwise - fantastic job Robin and thank you very much :D
Last edited by Jenks on Sat Oct 07, 2006 11:09 pm, edited 1 time in total.
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Postby toprob » Sun Oct 08, 2006 9:28 am

The airbridges should work for everyone, however if you want to test them, don't use gates 26 or 27 -- they won't work for very aircraft, because they require a recognisable aircraft configuration. The others should all work for any aircraft though.
Yes, AGNIS is a bit flakey. I wouldn't rely in it. At the time I was waiting on someone to program a working AGNIS, but it wasn't finished in time. In the end I had to tack on a poor-man's AGNIS, which I wouldn't stake the life of my passengers on...
There may be an update one day to include the working system.
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Postby Jenks » Sun Oct 08, 2006 9:36 am

Thanks for the reply toprob.

I guess my next question is, can you point me towards an aircraft that you know 'works' and I will test it with that.

Gate 11 is the worst on my set-up. I have to park it with the fuselage literally inside the airbridge to get both lights green. Also, how dependent is the operation of the airbridges on how far forward you park?

Appreciate the feedback. :)

Cheers
Steve
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Postby toprob » Sun Oct 08, 2006 10:42 am

There are two triggers which much be set to animate the bridges. The first is proximity -- it you are not close to a bridge, it won't animate. This stops all the bridges from moving when you trigger one. The other trigger is the parking brake.
Now the problem stems from the way in which proximity is determined. There's a rectangular area around each gate. Unfortunately it isn't aligned with the gate, it is always North/South alignment independent of the alignment of the gate.
This is a bloody nuisance.
The need was to build a proximity box which a) worked at the gate you're at, and B) didn't trigger the nearby gates. This is not perfect, as the proximity box doesn't rotate when I place a new gate.
I used the PMDG 737 to check the gates, but it does depend on where the actual programmed 'centre' of the aircraft is. Some work better than others, it's the same with crash detection, sometimes you can squeeze a wing past a building, with another aircraft you'll get a crash metres away.
The animated bridges were built within the limitations of FS9. FSX has more flexibility, and you can assign a keystroke (or at least there is one already defined) to call the bridge. That's why most FS9 airports don't have animated bridges, and why most FSX airports will.
One last thing -- of course all this only works if the Actigate module is working -- check that it is installed -- it'll show up in the Modules menu -- and activated.
Actigate uses some fightsim variables which are normally used by addon scenery, and the likelihood is that you won't have a conflicting scenery which uses them here. However some aircraft designers use these as well, and this can cause a conflict. This is recognised as a limitation of actigate, but generally it should work as indicated.
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Postby toprob » Sun Oct 08, 2006 10:50 am

Oops, I realised I didn't talk about AGNIS here at all.
This is a chicken and egg situation. When the finishing touches are done, things move. The AFCAD is normally the last thing done, as I test different aircraft to see how and where they park. In the early stages of design the process is to match the parking spot to the physical gate, but later on the parking spot can move when the final positon of the physical gate is already set.
AGNIS was an experiment, and didn't quite give the result I wanted. For this reason I admit that I didn't worry too much about the implimentation. Some gates were tweaked in the final stages without the necessary tweaking of AGNIS's position.
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Postby ZK-MAT » Sun Oct 08, 2006 11:36 am

Can we remove actigate entirely (delete the atigate.ini and .dll from the Modules folder)? My gates work fine but I wonder if it has something to do with not being able to load up at a gate in a heavier plane. Unticking it in modules doesn't work, it gets re-ticked on restatrt.

edit: I deleted them, and now can load up at a gate in something bigger than a 1900D YAY
Last edited by ZK-MAT on Sun Oct 08, 2006 11:41 am, edited 1 time in total.
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